Merchant Archive
Thread: Vendor Items MUST be Removed and Relisted to View Detailed Information
-NEW- [Vendor Sales Require Relisting] -NEW-
Due to the new changes in many of the items within the game world, all items that are being held in the Commodities Market Database must be removed from vendors and the bazaar to process full conversion.
The old system and new system formats are not compatible, and items that have not been removed and relisted will not display correctly under the new system interface.
You MUST pull the item completely off sale.
Relisting from the stockroom will NOT correct this problem.
EDIT: FYI here's the link to the "known issues" about the combat upgrade. Clicky!
Message Edited by Elyssa on 04-28-2005 08:03 PM
So besides the fact that they continue to nerf merchant and refuse to give us a better way to relist...now I have to take almost 2000 items off and relist them again?
You know, it sounds stupid when someone says, "Why do the Devs hate us?", but really...what else are we left to think???
AO
It wouldn't even be that bad if they at least mentioned something that could be taken as an apology! But to be simply told that we "must" remove and relist is coming very close to being the last straw for this player. Since the CU......
1. I simply can't leave town to survey or empty my harvesters unless I group with a high level.
2. I'm stuck with a CDEF pistol - can't even use my trusty FWG5!!
3. Every time I log in, all my waypoints are deleted! Even the ones I made during my previous login.
It's getting very close to account cancellation time, for both my wife and myself. Not going to take much more.
Message Edited by Eineet on 04-29-2005 12:50 AM
Eineet wrote:
Ok, could any programmer pls explain to me why changing stats in inv/houses in a database works but not in a vendor?
The way that this was explained to me is that items in vendors are sort of in limbo.
Things in the commodities market are separate from player/structure inventories.
The only way to convert them is to remove them from the commodities market and force the conversion.
sry, am not a native english speaker.... w*t*f is "in limbo"....![]()
Not being really a programmer, but having quite a lot to do with databases.... It cant really be that much of a problem...
My assumption just is, they tried, It didn't work out, they didn't try a second time... Too much other stuff to bother with...
So hey, let the players do the work!
This is just an estimate with no background info whatsoever, but imagine:
10.000 active merchants do 1 hours work each=10.000 hours of work
stands up to 1 dev not being able to do 1 hours work (k, maybe 2)
If they can change stats in buildings and invs they can change stats in vendors. Period. There is no excuse for this. Databases are simple and they are convertable....
K. I have to admit, wouldnt want to be Dev atm, probably working their a** off and getting bad feedback. But still, for me as a devoted player to this game, it is just one more disapointment....
Elyssa wrote:
Eineet wrote:
Ok, could any programmer pls explain to me why changing stats in inv/houses in a database works but not in a vendor?
The way that this was explained to me is that items in vendors are sort of in limbo.
Things in the commodities market are separate from player/structure inventories.
The only way to convert them is to remove them from the commodities market and force the conversion.
![]()
I had just told bob that I bet we have to pull it all in order for it to register and convert!
I appreciate your effort...
But why were my fac crates in inv/house converted? Can anyone confirm that they couldnt get anything from their crates ( I didnt try...)?
I repeat. There is no excuse for not being able to convert other than lack of time/effort....
A database is a database is a database... Its such a simple thing...
Data stored in the commodities database was incompatible with the conversion data.
Beyond that, I don't know.
Apparently the people that do know decided that this was the only way it could be done.
Message Edited by Elyssa on 04-28-2005 07:22 PM
Elyssa wrote:
I think it works a little like factory crates.
When you buy something, it gets instantly "crafted" by the system and put into your inventory.
Until then, though, the item doesn't really exist and there's nothing that can be converted.
Could you do us a favor and tell them that their "plan" is unacceptable to many of us, please. Tell them to do it themselves - the items are stored in a database, they are not stored client-side, and they do have access to all of the data. If they tell you differently, they are lying.
Furthermore, it is not like crate crafting as the items are not destroyed on listing and re-crafted on pulling. That would have been an issue with publish 6, 7, and 8 - and it wasn't. They're already lying to you - tell them to cut it out.
Message Edited by Handsnake on 04-28-2005 06:25 PM
I'm sorry you feel that way, but I was given the final word on the situation.
It was done this way for a reason (which I won't even pretend to understand) and I have been specifically told that there will not be a hotfix for it.
Does that mean they won't change their mind tomorrow?
Who knows.
At this point you can either accept it and move on or live with bad data on your vendors until your items sell naturally over time.